L L4D2node

TE_DynamicLight

0x00afe6b0 · 253 bytes · __cdecl

_Z15TE_DynamicLightR16IRecipientFilterfPK6Vectoriiiifff

Decompiled

undefined (10 params)

/* TE_DynamicLight(IRecipientFilter&, float, Vector const*, int, int, int, int, float, float, float)
    */

void TE_DynamicLight(IRecipientFilter *param_1,float param_2,Vector *param_3,int param_4,int param_5
                    ,int param_6,int param_7,float param_8,float param_9,float param_10)

{
  if (((*(float *)param_3 != (float)g_TEDynamicLight._12_4_) ||
      (*(float *)(param_3 + 4) != (float)g_TEDynamicLight._16_4_)) ||
     (*(float *)(param_3 + 8) != (float)g_TEDynamicLight._20_4_)) {
    g_TEDynamicLight._16_4_ = *(undefined4 *)(param_3 + 4);
    g_TEDynamicLight._20_4_ = *(undefined4 *)(param_3 + 8);
    g_TEDynamicLight._12_4_ = *(float *)param_3;
  }
  if (g_TEDynamicLight._28_4_ != param_4) {
    g_TEDynamicLight._28_4_ = param_4;
  }
  if (g_TEDynamicLight._32_4_ != param_5) {
    g_TEDynamicLight._32_4_ = param_5;
  }
  if (g_TEDynamicLight._36_4_ != param_6) {
    g_TEDynamicLight._36_4_ = param_6;
  }
  if (g_TEDynamicLight._40_4_ != param_7) {
    g_TEDynamicLight._40_4_ = param_7;
  }
  if (param_8 != (float)g_TEDynamicLight._24_4_) {
    g_TEDynamicLight._24_4_ = param_8;
  }
  if (param_9 != (float)g_TEDynamicLight._44_4_) {
    g_TEDynamicLight._44_4_ = param_9;
  }
  if (param_10 != (float)g_TEDynamicLight._48_4_) {
    g_TEDynamicLight._48_4_ = param_10;
  }
  CBaseTempEntity::Create((CBaseTempEntity *)g_TEDynamicLight,param_1,param_2);
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)